MysteryBlob

Newbie
Feb 10, 2020
42
14
How do I make the Pretty Cage? I'm not finding it in the workshop even though I have the Pink Fluids.

Also, the caravan in Forest 1 isn't working for me, I get the list of where I can go, but instead of being told how much it would cost it just ends the dialogue if I pick any of the options.
 

Eropixel

Member
Game Developer
Dec 7, 2022
477
333
How do I make the Pretty Cage? I'm not finding it in the workshop even though I have the Pink Fluids.

Also, the caravan in Forest 1 isn't working for me, I get the list of where I can go, but instead of being told how much it would cost it just ends the dialogue if I pick any of the options.
The cage in Muruti after the Dar Forest (not the Dark Zone), the transport I will have to update that system.
 
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Eropixel

Member
Game Developer
Dec 7, 2022
477
333
v0.5.18
Fixed X-Plant item drop.
Added Leather to Werewolf, Weretiger, Minotaur item drops.
 

Losses_Range

New Member
Jun 28, 2023
6
5
It's probably the first time I've been so drawn out by some kind of RPG. What is missing for me personally and what I have seen in other projects:
1. Irreversible curses, I wish there were curses that would forever change the appearance of the character and transformative potions and detransformation potions would not act on him.
2. There aren't enough reactions from the characters you're doing something with.
3. There is not enough smoothness of breast size change.
4. I would like to suggest adding a potion that can be taken only once, but it gradually transforms the character itself, say within 2 days.

Yes, I know about the curse scale, but it's a little different. I would like it not to be visible at all, as it makes the game much easier, and I would like the level of the curse to be determined based on the appearance of the character.

Oh and one more thing... I wish that over time the appearance of the enemies would be similar to the appearance of the characters. That is, not a picture, but a full-fledged model.
 
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JustAl

Active Member
Jan 28, 2022
549
582
Strange to be talking about balance in this game, but I just want to mention it to keep it in scope. Characters start at 16 days lifespan on init, and before day 40 I can make multi-class specialists who are strongly capable of going solo. There are ways to deal with the possibility of the game being too easy, not strictly just limited to weakening player builds.

For example, one method is already in-game: enemies that deal strong corruption damage since it can't be treated, healed, or mitigated in much volume besides the Nun robe clothing article. However consider enemies that are situationally invincible until their formation is broken. For example, there are enemy formations where a large flower enemy is surrounded by vine/root enemies. Why not make the flower have nigh-invulnerability until its surrounding roots are destroyed?

Another possibility is giving enemies a variety of defensive tools. For example, enemies that can never be surprised in combat or even always start with advantage and attack first no matter how you approach them. Enemies that need to be stunned, slowed, or silence before continued combat is feasible, for example toggling off certain abilities on the enemy if they're hit with a certain status. Then the usual tanks who simply don't take these vulnerable statuses but don't do much in exchange besides be durable, like an actual team tank. Along those themes, a super-durable enemy who simply absorbs damage for its partners, making it a priority to deal with it first to cause appropriate damage.

In the vein of making the game's difficulty last in later chapters, consider enemies that give themselves stacking buffs if left alive too long, or enemies that adapt to repeat casts of the same element of attack. I suspect you already have elemental vulnerability / weakness like any game of this kind should, but look into that to see if it's pronounced enough. And when all else fails, an enemy that just becomes invincible for X amount of time that you have to endure out, followed by a downtime period where you can deal damage before it does that again. Self-healing enemies are a kind of proxy to this mechanic, but can be defeated if you damage-rush them with advantage in your first turn.

I enjoy the game's character design versatility in both looks and ability kit, but I'm suggesting tools to help keep the game's combat alive longer. In early chapters it is viable to let the player damage-rush everything as a simple way to game the system, but good games ensure players simply can't keep doing this and winning.

A cheesy strategy I've committed to often is entering a fight with an enemy, just to retreat from battle, to then attack the same enemy on-field from behind for advantage to use 2 consecutive turns of attacking to end the fight before I get attacked. I'm not sure about whether or not letting the player escape battles is a good or bad feature since H-games do tend to have the feature but I have also seen them recognize boss battles as fights you should not be able to flee from. In this respect the game seems okay.

On the more polarizing front that I'm actually okay with, but when I soloed the marsh to beat the Lamia (snake woman) in the swamp, the mud men were treacherous because they could literally just eat me in one attack and end the character's run. It was fine because I could flee from the battle but it did offer a hazard. The ghosts in the forest try for possession which would end a solo character immediately too, which is nice to avoid cheese.

On the flip side of giving you ideas for more challenge, I also have a friendlier suggestion. Have you checked the viability of captured monsters in battle? They're not very capable for the first few levels and it might be because they don't use weapons and thus don't have a way to scale up their damage. They do have the utility of their monster abilities but since they're driven by AI instead of player-choice they don't use these tools adequately to be helpful. I do not request immediate change on this matter, but I do request you think about it since they likely need to be more effective in some way. It's hard to say if they even can be game-breaking since multi-class persons are very strong once established.


And now for a reply to a recent post:
It's probably the first time I've been so drawn out by some kind of RPG. What is missing for me personally and what I have seen in other projects:
1. Irreversible curses, I wish there were curses that would forever change the appearance of the character and transformative potions and detransformation potions would not act on him.
2. There aren't enough reactions from the characters you're doing something with.
3. There is not enough smoothness of breast size change.
4. I would like to suggest adding a potion that can be taken only once, but it gradually transforms the character itself, say within 2 days.

Yes, I know about the curse scale, but it's a little different. I would like it not to be visible at all, as it makes the game much easier, and I would like the level of the curse to be determined based on the appearance of the character.

Oh and one more thing... I wish that over time the appearance of the enemies would be similar to the appearance of the characters. That is, not a picture, but a full-fledged model.
1) I mean, it's not not a terrible idea if only due to the fact that we can make more people over time. Players don't like rigidity on the larger audience portion, but some do. Since children inherit species it gets a bit tricky if you want to keep transformations permanent. This kind of approach can be fine with recruitment from the guild for a permanent character join to your team that's a baseline unmodified human. It starts feeling like Rimworld / Dwarf Fortress at this point.

2) More emotion is cool. These technical RPGs don't tend to go for that feature until later though, but I'm not sure if it's easier to integrate if started earlier.

3) I think the rapid change is to keep file resources smaller and manageable since each breast size is its own art sprite to apply. Some games dynamically scale the boob up with 1 or a few shapes and a scaling slider for fully scaled-per-percent versatility, and some games go the simple small > bigger > medium > large > huge route like this one does. This is an engine constraint problem as well: RPGM VX Ace doesn't have much to offer for scale-modifier on sprites, and this game's work is already advanced for what I've seen on RPGM VX Ace. I'm sure a newer 2D RPG engine like nw.js (the newer pseudo-RPGM people seem to use for this genre) can handle it. Unity is a jack-of-all-trades, and WolfRPG is like a Unity alternative that seems suited to 2D games regardless if it's a top-down RPGM game or a sidescrolling platformer-fighter. For this project's direction I see nw.js as a good idea based on the surrounding works. Maybe RPGM MZ is okay too. I've not seen RPGM Unite used yet, seems like a subtype of Unity.

4) That's probably not hard to do but likely something to either avoid now of have a debug toggle for. Part of the instant nature is to playtest transformations immediately, both for dev and player since the dev wants to see what's not working and the player wants to see if the transformation is worth investment in the potion. I say hold off on this idea, seems hard to manage right now unless you can elaborate on it well enough.

And finally, a question: Is clothing dye in the game yet? I've not played to that point to see.
 
Last edited:
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Eropixel

Member
Game Developer
Dec 7, 2022
477
333
It's probably the first time I've been so drawn out by some kind of RPG. What is missing for me personally and what I have seen in other projects:
1. Irreversible curses, I wish there were curses that would forever change the appearance of the character and transformative potions and detransformation potions would not act on him.
2. There aren't enough reactions from the characters you're doing something with.
3. There is not enough smoothness of breast size change.
4. I would like to suggest adding a potion that can be taken only once, but it gradually transforms the character itself, say within 2 days.

Yes, I know about the curse scale, but it's a little different. I would like it not to be visible at all, as it makes the game much easier, and I would like the level of the curse to be determined based on the appearance of the character.

Oh and one more thing... I wish that over time the appearance of the enemies would be similar to the appearance of the characters. That is, not a picture, but a full-fledged model.
I already have a list of some of the next things I will make in the ichio page.
 
  • Like
Reactions: JustAl

Eropixel

Member
Game Developer
Dec 7, 2022
477
333
Strange to be talking about balance in this game, but I just want to mention it to keep it in scope. Characters start at 16 days lifespan on init, and before day 40 I can make multi-class specialists who are strongly capable of going solo. There are ways to deal with the possibility of the game being too easy, not strictly just limited to weakening player builds.

For example, one method is already in-game: enemies that deal strong corruption damage since it can't be treated, healed, or mitigated in much volume besides the Nun robe clothing article. However consider enemies that are situationally invincible until their formation is broken. For example, there are enemy formations where a large flower enemy is surrounded by vine/root enemies. Why not make the flower have nigh-invulnerability until its surrounding roots are destroyed?

Another possibility is giving enemies a variety of defensive tools. For example, enemies that can never be surprised in combat or even always start with advantage and attack first no matter how you approach them. Enemies that need to be stunned, slowed, or silence before continued combat is feasible, for example toggling off certain abilities on the enemy if they're hit with a certain status. Then the usual tanks who simply don't take these vulnerable statuses but don't do much in exchange besides be durable, like an actual team tank. Along those themes, a super-durable enemy who simply absorbs damage for its partners, making it a priority to deal with it first to cause appropriate damage.

In the vein of making the game's difficulty last in later chapters, consider enemies that give themselves stacking buffs if left alive too long, or enemies that adapt to repeat casts of the same element of attack. I suspect you already have elemental vulnerability / weakness like any game of this kind should, but look into that to see if it's pronounced enough. And when all else fails, an enemy that just becomes invincible for X amount of time that you have to endure out, followed by a downtime period where you can deal damage before it does that again. Self-healing enemies are a kind of proxy to this mechanic, but can be defeated if you damage-rush them with advantage in your first turn.

I enjoy the game's character design versatility in both looks and ability kit, but I'm suggesting tools to help keep the game's combat alive longer. In early chapters it is viable to let the player damage-rush everything as a simple way to game the system, but good games ensure players simply can't keep doing this and winning.

A cheesy strategy I've committed to often is entering a fight with an enemy, just to retreat from battle, to then attack the same enemy on-field from behind for advantage to use 2 consecutive turns of attacking to end the fight before I get attacked. I'm not sure about whether or not letting the player escape battles is a good or bad feature since H-games do tend to have the feature but I have also seen them recognize boss battles as fights you should not be able to flee from. In this respect the game seems okay.

On the more polarizing front that I'm actually okay with, but when I soloed the marsh to beat the Lamia (snake woman) in the swamp, the mud men were treacherous because they could literally just eat me in one attack and end the character's run. It was fine because I could flee from the battle but it did offer a hazard. The ghosts in the forest try for possession which would end a solo character immediately too, which is nice to avoid cheese.

On the flip side of giving you ideas for more challenge, I also have a friendlier suggestion. Have you checked the viability of captured monsters in battle? They're not very capable for the first few levels and it might be because they don't use weapons and thus don't have a way to scale up their damage. They do have the utility of their monster abilities but since they're driven by AI instead of player-choice they don't use these tools adequately to be helpful. I do not request immediate change on this matter, but I do request you think about it since they likely need to be more effective in some way. It's hard to say if they even can be game-breaking since multi-class persons are very strong once established.


And now for a reply to a recent post:

1) I mean, it's not not a terrible idea if only due to the fact that we can make more people over time. Players don't like rigidity on the larger audience portion, but some do. Since children inherit species it gets a bit tricky if you want to keep transformations permanent. This kind of approach can be fine with recruitment from the guild for a permanent character join to your team that's a baseline unmodified human. It starts feeling like Rimworld / Dwarf Fortress at this point.

2) More emotion is cool. These technical RPGs don't tend to go for that feature until later though, but I'm not sure if it's easier to integrate if started earlier.

3) I think the rapid change is to keep file resources smaller and manageable since each breast size is its own art sprite to apply. Some games dynamically scale the boob up with 1 or a few shapes and a scaling slider for fully scaled-per-percent versatility, and some games go the simple small > bigger > medium > large > huge route like this one does. This is an engine constraint problem as well: RPGM VX Ace doesn't have much to offer for scale-modifier on sprites, and this game's work is already advanced for what I've seen on RPGM VX Ace. I'm sure a newer 2D RPG engine like nw.js (the newer pseudo-RPGM people seem to use for this genre) can handle it. Unity is a jack-of-all-trades, and WolfRPG is like a Unity alternative that seems suited to 2D games regardless if it's a top-down RPGM game or a sidescrolling platformer-fighter. For this project's direction I see nw.js as a good idea based on the surrounding works. Maybe RPGM MZ is okay too. I've not seen RPGM Unite used yet, seems like a subtype of Unity.

4) That's probably not hard to do but likely something to either avoid now of have a debug toggle for. Part of the instant nature is to playtest transformations immediately, both for dev and player since the dev wants to see what's not working and the player wants to see if the transformation is worth investment in the potion. I say hold off on this idea, seems hard to manage right now unless you can elaborate on it well enough.

And finally, a question: Is clothing dye in the game yet? I've not played to that point to see.
Clothing dye no but you can change it in the Tailoring in suma after a request.
 
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JustAl

Active Member
Jan 28, 2022
549
582
Clothing dye no but you can change it in the Tailoring in suma after a request.
Thank you for the info.

As for the height check issue, you fixed it. I've not had a character get stuck in tunnels since, and the beast transformation visibly increases height and thus sight distance, so the transformation effectively un-dwarfs a dwarf. Which is handy because dwarfs have terrible sight. I noticed dwarfs seem to move slower than other races on the overworld map too. It's interesting and okay. Height seems to have a strong impact on movement speed. Perhaps shortness has an impact on combat dodge rate? I'm trying to note my observations but I can't confirm much.
 
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BeholdTheWizzard

Active Member
Oct 25, 2017
880
684
hm...what I would recommend adding is probably a way to shield from magical transformations (witches, incubi).
The cleric/preist has an anti-magic spell, but it's high level and IIRC affects 1 party member?
 
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JustAl

Active Member
Jan 28, 2022
549
582
I thought of an interesting and simple idea for a fun enemy formation, with a new transformation to tilt game mechanics.

We have the Werewolf, and the Weretiger, so it is not too crazy to have a Wererat. Yes, big rat people who attack in groups of 5!

Here is my logic on the fun, challenge, and reward of the idea. Lycanthropes at most only attack in groups of 3. 1 Wwolf, 3 Wwolf, 2 Wtig, or a witch with 2 Wwolf / Wtig depending on their personality. The witch formation is the most dangerous because it's essentially 2 tanks and a mage. Regardless of which of these it is, on the world-map the player will only see 1 wolf.

So what's scarier? 5 corruption damage dealers. Scarier than that? On the world map, it looks like a normal rat, the weakest enemy in the game. But the transformation potion made from these can have interesting effects.

I mentioned how dwarf characters who transform into certain beast-race states are no longer able to enter tunnels, but they have increased sight range and movement speed on the world map so the combination of these effects make it seem as though the dwarf got taller. Let us make the Wererat the only known transformation to make a race feel "shorter" by enabling characters to enter tunnels even if their original race was considered too tall to do that.

What about their race skills? I feel like there could be better ideas, but I'll borrow inspiration from what the Weretiger offers now. Weretiger unfortunately does not grant a unique skill, but it does grant the highest monk skill Tiger Stance immediately. The Wererat for now can grant the archer skill for boosting agility and/or the thief skill for being targeted less often and/or the thief skill to increase luck. Or some other skill that matches the theme of being small and conniving, like pickpocketing for money and items. These skills can make rat-people a good match for thieves, assassins, archers, musket-users, and possibly support like priest.

The original inspirations for this: a certain Skyrim overhaul mod that added more enemies has Wereskeevers, which are smaller werewolf-like creatures that attack in groups in sewers. Each of them was somewhat weaker than a normal werewolf but their habit of attacking in groups in tight corridors (Riften sewers) made them more intimidating than actual werewolves. Then Warhammer Vermintide came out and there was an uptick in fan attention for the Skaven race.

So there you have it, a good way to challenge players with a dangerous unexpected enemy formation and a way to make a player become shorter even if they started with an elf or human. Along with a race that can synergize with underrated options that don't wear heavier armor classes like the thief. As a bonus, you can put these in places where it does not make sense to put 3 minotaurs, like in towns, caves, sewers, possibly swamps, ruins, etc.

Update: I managed to break your game when testing tamable monsters. Here's what I encountered.
I captured 1 werewolf, 3 weretigers, an alraune, then took my leader character and 4 of these monsters (3 weretigers and the alraune) with me around the world for a while. The game-breaking part of this playtest was realizing I can't leave any of the monsters at the base since the game perceives there to be only one person (true), and that leaving any members of the team would result in the team being empty (false). Since 4/5 of my slots were filled with monsters and the only human in the group is the leader, I can neither leave any characters behind nor add new characters.

Other oddities include seeing the X and Y hormone flower enemies have effects on my tamed monsters. In a single cast a Male Weretiger was turned into a Dickgirl Weretiger, which may imply it grew breasts enough to qualify though its art sprite continued to use the male art. It is good that the universal system for recognizing the sexes works on monsters who can't show it yet, just in case monster art comes with modifiable parts.

Tamed monster AI fails at some point, with all 4 monsters on my team stuck "thinking about the situation" (the new do-nothing text line). For multiple battles, just getting hit and doing nothing about it. At some point the alraune's AI breaks the pattern of doing nothing to then only perform sex attacks on absolutely any enemy, every time its turn comes.

High Priority Fix: make it so a lone human character can leave monsters behind at the base.
Additional Note: Tamed monsters are almost completely useless in battle.
 
Last edited:
  • Thinking Face
Reactions: Eropixel

Eropixel

Member
Game Developer
Dec 7, 2022
477
333
I thought of an interesting and simple idea for a fun enemy formation, with a new transformation to tilt game mechanics.

We have the Werewolf, and the Weretiger, so it is not too crazy to have a Wererat. Yes, big rat people who attack in groups of 5!

Here is my logic on the fun, challenge, and reward of the idea. Lycanthropes at most only attack in groups of 3. 1 Wwolf, 3 Wwolf, 2 Wtig, or a witch with 2 Wwolf / Wtig depending on their personality. The witch formation is the most dangerous because it's essentially 2 tanks and a mage. Regardless of which of these it is, on the world-map the player will only see 1 wolf.

So what's scarier? 5 corruption damage dealers. Scarier than that? On the world map, it looks like a normal rat, the weakest enemy in the game. But the transformation potion made from these can have interesting effects.

I mentioned how dwarf characters who transform into certain beast-race states are no longer able to enter tunnels, but they have increased sight range and movement speed on the world map so the combination of these effects make it seem as though the dwarf got taller. Let us make the Wererat the only known transformation to make a race feel "shorter" by enabling characters to enter tunnels even if their original race was considered too tall to do that.

What about their race skills? I feel like there could be better ideas, but I'll borrow inspiration from what the Weretiger offers now. Weretiger unfortunately does not grant a unique skill, but it does grant the highest monk skill Tiger Stance immediately. The Wererat for now can grant the archer skill for boosting agility and/or the thief skill for being targeted less often and/or the thief skill to increase luck. Or some other skill that matches the theme of being small and conniving, like pickpocketing for money and items. These skills can make rat-people a good match for thieves, assassins, archers, musket-users, and possibly support like priest.

The original inspirations for this: a certain Skyrim overhaul mod that added more enemies has Wereskeevers, which are smaller werewolf-like creatures that attack in groups in sewers. Each of them was somewhat weaker than a normal werewolf but their habit of attacking in groups in tight corridors (Riften sewers) made them more intimidating than actual werewolves. Then Warhammer Vermintide came out and there was an uptick in fan attention for the Skaven race.

So there you have it, a good way to challenge players with a dangerous unexpected enemy formation and a way to make a player become shorter even if they started with an elf or human. Along with a race that can synergize with underrated options that don't wear heavier armor classes like the thief. As a bonus, you can put these in places where it does not make sense to put 3 minotaurs, like in towns, caves, sewers, possibly swamps, ruins, etc.

Update: I managed to break your game when testing tamable monsters. Here's what I encountered.
I captured 1 werewolf, 3 weretigers, an alraune, then took my leader character and 4 of these monsters (3 weretigers and the alraune) with me around the world for a while. The game-breaking part of this playtest was realizing I can't leave any of the monsters at the base since the game perceives there to be only one person (true), and that leaving any members of the team would result in the team being empty (false). Since 4/5 of my slots were filled with monsters and the only human in the group is the leader, I can neither leave any characters behind nor add new characters.

Other oddities include seeing the X and Y hormone flower enemies have effects on my tamed monsters. In a single cast a Male Weretiger was turned into a Dickgirl Weretiger, which may imply it grew breasts enough to qualify though its art sprite continued to use the male art. It is good that the universal system for recognizing the sexes works on monsters who can't show it yet, just in case monster art comes with modifiable parts.

Tamed monster AI fails at some point, with all 4 monsters on my team stuck "thinking about the situation" (the new do-nothing text line). For multiple battles, just getting hit and doing nothing about it. At some point the alraune's AI breaks the pattern of doing nothing to then only perform sex attacks on absolutely any enemy, every time its turn comes.

High Priority Fix: make it so a lone human character can leave monsters behind at the base.
Additional Note: Tamed monsters are almost completely useless in battle.
I will check it.

I still need to work in the tamed enemies system.
 

Eropixel

Member
Game Developer
Dec 7, 2022
477
333
I thought of an interesting and simple idea for a fun enemy formation, with a new transformation to tilt game mechanics.

We have the Werewolf, and the Weretiger, so it is not too crazy to have a Wererat. Yes, big rat people who attack in groups of 5!

Here is my logic on the fun, challenge, and reward of the idea. Lycanthropes at most only attack in groups of 3. 1 Wwolf, 3 Wwolf, 2 Wtig, or a witch with 2 Wwolf / Wtig depending on their personality. The witch formation is the most dangerous because it's essentially 2 tanks and a mage. Regardless of which of these it is, on the world-map the player will only see 1 wolf.

So what's scarier? 5 corruption damage dealers. Scarier than that? On the world map, it looks like a normal rat, the weakest enemy in the game. But the transformation potion made from these can have interesting effects.

I mentioned how dwarf characters who transform into certain beast-race states are no longer able to enter tunnels, but they have increased sight range and movement speed on the world map so the combination of these effects make it seem as though the dwarf got taller. Let us make the Wererat the only known transformation to make a race feel "shorter" by enabling characters to enter tunnels even if their original race was considered too tall to do that.

What about their race skills? I feel like there could be better ideas, but I'll borrow inspiration from what the Weretiger offers now. Weretiger unfortunately does not grant a unique skill, but it does grant the highest monk skill Tiger Stance immediately. The Wererat for now can grant the archer skill for boosting agility and/or the thief skill for being targeted less often and/or the thief skill to increase luck. Or some other skill that matches the theme of being small and conniving, like pickpocketing for money and items. These skills can make rat-people a good match for thieves, assassins, archers, musket-users, and possibly support like priest.

The original inspirations for this: a certain Skyrim overhaul mod that added more enemies has Wereskeevers, which are smaller werewolf-like creatures that attack in groups in sewers. Each of them was somewhat weaker than a normal werewolf but their habit of attacking in groups in tight corridors (Riften sewers) made them more intimidating than actual werewolves. Then Warhammer Vermintide came out and there was an uptick in fan attention for the Skaven race.

So there you have it, a good way to challenge players with a dangerous unexpected enemy formation and a way to make a player become shorter even if they started with an elf or human. Along with a race that can synergize with underrated options that don't wear heavier armor classes like the thief. As a bonus, you can put these in places where it does not make sense to put 3 minotaurs, like in towns, caves, sewers, possibly swamps, ruins, etc.

Update: I managed to break your game when testing tamable monsters. Here's what I encountered.
I captured 1 werewolf, 3 weretigers, an alraune, then took my leader character and 4 of these monsters (3 weretigers and the alraune) with me around the world for a while. The game-breaking part of this playtest was realizing I can't leave any of the monsters at the base since the game perceives there to be only one person (true), and that leaving any members of the team would result in the team being empty (false). Since 4/5 of my slots were filled with monsters and the only human in the group is the leader, I can neither leave any characters behind nor add new characters.

Other oddities include seeing the X and Y hormone flower enemies have effects on my tamed monsters. In a single cast a Male Weretiger was turned into a Dickgirl Weretiger, which may imply it grew breasts enough to qualify though its art sprite continued to use the male art. It is good that the universal system for recognizing the sexes works on monsters who can't show it yet, just in case monster art comes with modifiable parts.

Tamed monster AI fails at some point, with all 4 monsters on my team stuck "thinking about the situation" (the new do-nothing text line). For multiple battles, just getting hit and doing nothing about it. At some point the alraune's AI breaks the pattern of doing nothing to then only perform sex attacks on absolutely any enemy, every time its turn comes.

High Priority Fix: make it so a lone human character can leave monsters behind at the base.
Additional Note: Tamed monsters are almost completely useless in battle.
Can you send me the savefile?, is faster that way.
 

MysteryBlob

Newbie
Feb 10, 2020
42
14
The cage in Muruti after the Dar Forest (not the Dark Zone), the transport I will have to update that system.
I'm not sure I've been to the Dar Forest before, where is it found?
Edit: Realised after I posted this that you probably meant the Dark Forest, thank you for the help.
 
Last edited:

LDV

Member
Jan 23, 2018
169
185
alright you got me when i wanted to try ally fucking, preg and then incest heheeeee
 
4.10 star(s) 8 Votes